void ADD_IDX(ComputeLayerTexCoord)( float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float3 positionWS, int mappingType, float worldScale, inout LayerTexCoord layerTexCoord, float additionalTiling = 1.0) { // Handle uv0, uv1, uv2, uv3 based on _UVMappingMask weight (exclusif 0..1) float2 uvBase = ADD_IDX(_UVMappingMask).x * texCoord0 + ADD_IDX(_UVMappingMask).y * texCoord1 + ADD_IDX(_UVMappingMask).z * texCoord2 + ADD_IDX(_UVMappingMask).w * texCoord3; // Only used with layered, allow to have additional tiling uvBase *= additionalTiling.xx; float2 uvDetails = ADD_IDX(_UVDetailsMappingMask).x * texCoord0 + ADD_IDX(_UVDetailsMappingMask).y * texCoord1 + ADD_IDX(_UVDetailsMappingMask).z * texCoord2 + ADD_IDX(_UVDetailsMappingMask).w * texCoord3; uvDetails *= additionalTiling.xx; // If base is planar/triplanar then detail map is forced to be planar/triplanar ADD_IDX(layerTexCoord.details).mappingType = ADD_IDX(layerTexCoord.base).mappingType = mappingType; ADD_IDX(layerTexCoord.details).normalWS = ADD_IDX(layerTexCoord.base).normalWS = layerTexCoord.vertexNormalWS; // planar/triplanar float2 uvXZ; float2 uvXY; float2 uvZY; GetTriplanarCoordinate(positionWS * worldScale, uvXZ, uvXY, uvZY); // Planar is just XZ of triplanar if (mappingType == UV_MAPPING_PLANAR) { uvBase = uvDetails = uvXZ; } // Apply tiling options ADD_IDX(layerTexCoord.base).uv = TRANSFORM_TEX(uvBase, ADD_IDX(_BaseColorMap)); ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(uvDetails, ADD_IDX(_DetailMap)); } float3 ADD_IDX(GetNormalTS)(FragInputs input, LayerTexCoord layerTexCoord, float3 detailNormalTS, float detailMask, bool useBias, float bias) { float3 normalTS; #ifdef _NORMALMAP_IDX if (useBias) { normalTS = SAMPLE_UVMAPPING_NORMALMAP_BIAS(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale), bias); } else { normalTS = SAMPLE_UVMAPPING_NORMALMAP(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale)); } #ifdef _DETAIL_MAP_IDX normalTS = lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); #endif #else normalTS = float3(0.0, 0.0, 1.0); #endif return normalTS; } // Return opacity float ADD_IDX(GetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData, out float3 normalTS) { float alpha = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).a * ADD_IDX(_BaseColor).a; // Perform alha test very early to save performance (a killed pixel will not sample textures) #if defined(_ALPHATEST_ON) && !defined(LAYERED_LIT_SHADER) clip(alpha - _AlphaCutoff); #endif float3 detailNormalTS = float3(0.0, 0.0, 0.0); float detailMask = 0.0; #ifdef _DETAIL_MAP_IDX detailMask = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_DetailMask), SAMPLER_DETAILMASK_IDX, ADD_IDX(layerTexCoord.base)).g; float2 detailAlbedoAndSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details)).rb; float detailAlbedo = detailAlbedoAndSmoothness.r; float detailSmoothness = detailAlbedoAndSmoothness.g; // Resample the detail map but this time for the normal map. This call should be optimize by the compiler // We split both call due to trilinear mapping detailNormalTS = SAMPLE_UVMAPPING_NORMALMAP_AG(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details), ADD_IDX(_DetailNormalScale)); #endif surfaceData.baseColor = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).rgb * ADD_IDX(_BaseColor).rgb; #ifdef _DETAIL_MAP_IDX surfaceData.baseColor *= LerpWhiteTo(2.0 * saturate(detailAlbedo * ADD_IDX(_DetailAlbedoScale)), detailMask); #endif #ifdef _SPECULAROCCLUSIONMAP_IDX // TODO: Do something. For now just take alpha channel surfaceData.specularOcclusion = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_SpecularOcclusionMap), SAMPLER_SPECULAROCCLUSIONMAP_IDX, ADD_IDX(layerTexCoord.base)).a; #else // The specular occlusion will be perform outside the internal loop surfaceData.specularOcclusion = 1.0; #endif surfaceData.normalWS = float3(0.0, 0.0, 0.0); // Need to init this to keep quiet the compiler, but this is overriden later (0, 0, 0) so if we forget to override the compiler may comply. normalTS = ADD_IDX(GetNormalTS)(input, layerTexCoord, detailNormalTS, detailMask, false, 0.0); #if defined(_MASKMAP_IDX) surfaceData.perceptualSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).a; #else surfaceData.perceptualSmoothness = 1.0; #endif surfaceData.perceptualSmoothness *= ADD_IDX(_Smoothness); #ifdef _DETAIL_MAP_IDX surfaceData.perceptualSmoothness *= LerpWhiteTo(2.0 * saturate(detailSmoothness * ADD_IDX(_DetailSmoothnessScale)), detailMask); #endif // MaskMap is RGBA: Metallic, Ambient Occlusion (Optional), emissive Mask (Optional), Smoothness #ifdef _MASKMAP_IDX surfaceData.metallic = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).r; surfaceData.ambientOcclusion = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).g; #else surfaceData.metallic = 1.0; surfaceData.ambientOcclusion = 1.0; #endif surfaceData.metallic *= ADD_IDX(_Metallic); // Mandatory to setup value to keep compiler quiet // Layered shader only supports the standard material surfaceData.materialId = 1; // MaterialId.LitStandard // All these parameters are ignore as they are re-setup outside of the layers function surfaceData.tangentWS = float3(0.0, 0.0, 0.0); surfaceData.anisotropy = 0.0; surfaceData.specular = 0.0; surfaceData.subsurfaceRadius = 0.0; surfaceData.thickness = 0.0; surfaceData.subsurfaceProfile = 0; surfaceData.specularColor = float3(0.0, 0.0, 0.0); return alpha; }